﻿using System;

namespace Valve.VR
{
	// Token: 0x02000587 RID: 1415
	public struct Compositor_FrameTiming
	{
		// Token: 0x040013EF RID: 5103
		public uint m_nSize;

		// Token: 0x040013F0 RID: 5104
		public uint m_nFrameIndex;

		// Token: 0x040013F1 RID: 5105
		public uint m_nNumFramePresents;

		// Token: 0x040013F2 RID: 5106
		public uint m_nNumDroppedFrames;

		// Token: 0x040013F3 RID: 5107
		public uint m_nReprojectionFlags;

		// Token: 0x040013F4 RID: 5108
		public double m_flSystemTimeInSeconds;

		// Token: 0x040013F5 RID: 5109
		public float m_flPreSubmitGpuMs;

		// Token: 0x040013F6 RID: 5110
		public float m_flPostSubmitGpuMs;

		// Token: 0x040013F7 RID: 5111
		public float m_flTotalRenderGpuMs;

		// Token: 0x040013F8 RID: 5112
		public float m_flCompositorRenderGpuMs;

		// Token: 0x040013F9 RID: 5113
		public float m_flCompositorRenderCpuMs;

		// Token: 0x040013FA RID: 5114
		public float m_flCompositorIdleCpuMs;

		// Token: 0x040013FB RID: 5115
		public float m_flClientFrameIntervalMs;

		// Token: 0x040013FC RID: 5116
		public float m_flPresentCallCpuMs;

		// Token: 0x040013FD RID: 5117
		public float m_flWaitForPresentCpuMs;

		// Token: 0x040013FE RID: 5118
		public float m_flSubmitFrameMs;

		// Token: 0x040013FF RID: 5119
		public float m_flWaitGetPosesCalledMs;

		// Token: 0x04001400 RID: 5120
		public float m_flNewPosesReadyMs;

		// Token: 0x04001401 RID: 5121
		public float m_flNewFrameReadyMs;

		// Token: 0x04001402 RID: 5122
		public float m_flCompositorUpdateStartMs;

		// Token: 0x04001403 RID: 5123
		public float m_flCompositorUpdateEndMs;

		// Token: 0x04001404 RID: 5124
		public float m_flCompositorRenderStartMs;

		// Token: 0x04001405 RID: 5125
		public TrackedDevicePose_t m_HmdPose;
	}
}
